d_mission_debug_messages = true;
KRON_UPS_Debug = 0;
d_global_debug = 0;

d_resistance_is_friendly = 1;

KRON_UPS_sharedist = 400;

D_Friendly_Fire = True;

d_revive_script = "NORRN";

// 1000 = unlimited
d_max_respawns = 1000;

d_unconscious_time_limit = 12000;
// NORRN Revive specific
// time before the respawn at camp appears
d_NORRN_respawn_button_timer = 2;
// Number of heals a player can do on himself
d_NORRN_no_of_heals = 0;

d_nornn_unit_medpacks = 5;
d_nornn_unit_bandages = 5;

// Lock enemy vehicles: 0 = Yes, 1 = No
d_LockArmored = 1;
d_LockCars = 1;
d_LockAir = 1;

WithVecHud = True;
WithChopHud = True;

WithBackpack = True;

WithBodiesCleanup = True;
BodiesCleanupDelay = 600;

// Remains kicked for the given amount of time
AutoKickTime = 600;

// Toggles whether the mission screen is accessible to everyone or not.
PublicMissionScreen = False;

d_InitialViewDistance = 4000;
d_MaxViewDistance = 12000;

d_disable_viewdistance = false;

d_reload_engineoff = True;
d_GrassAtStart = True;
d_canChangeGrassLayer = True;

d_with_mgnest = True;
d_with_aapod = True;
d_bag_fences_per_player = 5; // 0 disables the menu
d_max_mashes_per_game = 3; // How many mashes can be destroyed. -1 = infinite
d_max_mgnest_per_game = 3; // How many mgnet can be destroyed. -1 = infinite
d_max_aapod_per_game = 3; // How many mgnet can be destroyed. -1 = infinite
mg_nest_build_duration = 3; // 1 quick, 2 slower, 3 even slower, etc. 
aa_pod_build_duration = 3; // 1 quick, 2 slower, 3 even slower, etc. 
mash_build_duration = 1; // 1 quick, 2 slower, 3 even slower, etc.
bagfence_build_duration = 2; // 1 quick, 2 slower, 3 even slower, etc.

d_TimeOfDay = 10; //the hour: 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23

d_max_truck_cargo = 6;

ShowPlayerNames = true;
ShowPlayerNamesDistance = 50;
ShowPlayerIndicatorDistance = 200;

// time player has to wait until he can drop the next ammobox (old ammobox handling)
// in the new ammobox handling (default, loading and dropping boxes) it means the time dif in seconds before a box can be loaded or dropped again in a vehicle
d_drop_ammobox_time = 60;

// All possible random ambush positions are divided between 16 zones on the map (a grid of 4x4) beginning at 0 in the top left corner
d_ambush_region_excluded = [];

d_dont_show_player_markers_at_all = False;
d_dont_show_vehicle_markers_at_all = False;
d_show_player_marker = 1; // 1 = Name, 2 = no text, 3 = role, 4 = Health
// Display player marker direction
d_p_marker_dirs = False;

// Display vehicle marker direction
d_v_marker_dirs = False;

// Marker used to show players on map
d_MarkerTypeL = "x_mortar"; //"mil_dot","Man","mil_circle","mil_box","mil_triangle"
// Size of the player marker.
d_MarkerSizeL = [1,1];

d_WithMHQTeleport = True;

WithTeleToBase = True;

WithAirTaxi = False;
// WithAirTaxi = True;
WithAirTaxiWaypoints = False;
// WithAirTaxiWaypoints = True;
// Change this to make all air taxi vehicle spawn from a particular position
// AirTaxiSpawnPosition = [0,0,0];
DM_AirTaxi_FlyingHeight = 60;
DM_AirTaxi_SelectedHeight = DM_AirTaxi_FlyingHeight;

d_HALOWaitTime = 5;

HaloScript = 1;

HALOJumpHeight = 1500;
HALOJumpMinimumHeight = 300;

WithRepStations= True;

ParaAtBase = True;

VecCreateWaitTime = 60;

// Enemy forces at targets, see i_client.sqf
WithLessArmor = 0;

WithEmulatedFLIR = False;

d_MaxNumAmmoboxes = 30;

EnemySkill = 1; // lowest 1, 2, 3, 4, 5 best

d_available_drop_vehicles = 2; // -1 unlimited, 1+ 1 or more air drop vehicle. Once all are destroyed... no air drop anymore.
d_drop_max_dist = 300;
d_drop_radius = 30;

// Coefficients to modify the unit amounts proportionally to the current number of players.
// Those values are multiplied by the number of players then multiply the base amounts of units.
// The product (number player * coeff) will be floored at max 3.
d_armor_base = 0;
d_wheeled_base = 0;
d_static_base = 0;
d_footmen_base = 0;

WithAntiAirRadar = True;

// this is the base time (in sec) between attack planes and choppers over main target will respawn once they were shot down
// A random value between this value and 2x this value is generated after the unit is killed.
// the value is modified by the number of players. this values is valid for 5 players or less, when the number of players increase,
// the value diminishes.
d_random_respawntime = 1200;

WithAirSpawn = True;
RandomAirSpawnCount = 2;

WithRandomConvoy = True;
RandomConvoysCount = 2;

WithRandomCamps = True;
RandomCampsCount = 4;

WithRandomRoadblocks = True;
RandomRoadblocksCount = 4;

WithRandomPatrols = True;
RandomPatrolsCount = 2;

ShowPatrolMarkers = False;

d_use_teamstatusdialog = True;
d_blockspacebarscanning = True;

// This is the base amount of rifle weapons in the box. You have slightly less machine guns and launchers (with a minimum of 1). And magazines is (quantity * 10) with a minimum of 20.
// Remember that all these are local to each players... this means each player has that amount of weaponry for himself in EACH box. Plus, the boxes are refilled regularly.
d_ammobox_weapon_quantity = 5;
d_create_both_boxes = True;
d_add_vintorez_to_west = True;

// Toggles whether you can run or not while carrying objects
R3F_ARTY_AND_LOG_ALLOWRUNNING = False;

D_player_armor = 1;

// You do not need to be a rescue to have access to the "Lead" menu.
d_all_player_can_rescue = false;

d_all_player_can_unflip = true;
d_can_flip_without_truck = true;

d_maximum_units_in_ai_group = 5;

// ==== MISSION SETUPS ====
// Should be overridden in mission specific files.

// This variable can be used to tailor the island specific files or any other script dependent on the mission version.
d_mission_version = "";

d_own_side = "WEST";
d_enemy_side = "EAST";

d_own_side_flag_texture = switch (d_own_side) do {
	case "WEST": {"\ca\data\Flag_usa_co.paa"};
	case "EAST": {"\ca\data\Flag_rus_co.paa"};
	case "GUER": {"\ca\data\Flag_napa_co.paa"};
	default {"\ca\data\Flag_usa_co.paa"};
};